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Core/ScriptedAI: Reset VehicleKit in BossAI::_Reset()
Core/Vehicles: Minor log fix and comment a redundant assertion
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@@ -516,6 +516,9 @@ void BossAI::_Reset()
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if (!me->isAlive())
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return;
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if (me->GetVehicleKit())
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me->GetVehicleKit()->Reset();
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me->ResetLootMode();
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events.Reset();
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summons.DespawnAll();
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@@ -141,7 +141,7 @@ void Vehicle::Uninstall()
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void Vehicle::Reset()
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset");
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset Entry: %u, GuidLow: %u", m_creatureEntry, me->GetGUIDLow());
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if (me->GetTypeId() == TYPEID_PLAYER)
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{
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if (m_usableSeatNum)
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@@ -169,9 +169,9 @@ void Vehicle::RemoveAllPassengers()
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// Following the above logic, this assertion should NEVER fail.
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// Even in 'hacky' cases, there should at least be VEHICLE_SPELL_RIDE_HARDCODED on us.
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SeatMap::const_iterator itr;
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for (itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
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ASSERT(!itr->second.passenger);
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// SeatMap::const_iterator itr;
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// for (itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
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// ASSERT(!itr->second.passenger);
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}
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bool Vehicle::HasEmptySeat(int8 seatId) const
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